feedback7: merge fb7-unbalance — the official 失衡 (UNBALANCE) after a push / pull (the idea of PR #392 by @xcdoge, re-implemented from PRTS): no walking, attacking or skills while it lasts; pushes by the 推力-位移 time table, pulls by the force window (0.5 / 1 s), static bodies 0.1 s pushed / the window pulled; 弧光锋卫 bleeds 400 / 0.066 s while unbalanced; the client slide uses the same time
- The owner asked to verify the official rule before deciding (research: PRTS 失衡位移机制 / 推与拉 / 游戏数据基础 / 特殊机制,
the client's Rigidbody2D data); the PR's 0.6387·√tiles formula and fear exemption were not taken.
- Grok review: MERGE AFTER FIXES — two HIGH (static pulls, 弧光锋卫's bleed), skills during the hold, husk 重生, exact
frames — fixed on the branch (1db84d79).
- Golden union: bond-miraShip-low differs from HEAD (fewer enemy attacks: 169 → 166 events, same kills) though the
branch alone left it — HEAD's ×1.1 练度 path now displaces an enemy there. Broad node --test 5681 (5679 pass, 0 fail,
2 skipped); lint 0 errors.
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@@ -897,8 +897,8 @@ instance) and skip `'counter'` / `'reflect'` damage. When the guard trips, the l
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| `moveRedeploy(unit, r, c, { clearSp })` | a 【移动】 (PRTS 术语释义: "不退场,以当前血量在目标位置部署", a special retreat + redeploy): `relocate`'s checks (false = refused, nothing changed), then a new deployment (`deploySeq` / `aggroSeq` / `deployedAt`) and `deploy {initial:false, move:true}` (deploy effects fire again); no `die` / `death`, timer or cost (不屈 / 阿戈尔's revive never see it); HP, buffs and a running skill are kept (owner's deviation, DESIGN §22.3); `clearSp` empties the SP before the deploy handlers run — 乌尔比安 S3's move (kits/ops/chess_char_5_05-ulpia.js) and 【返回】 (`clearSp`; also the 从不混淆的方向 fallback, content/tokens.js) |
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| `redeploy(unit, { free=true, tile, keepSp })` | immediate (re)deployment of a dead/retreated ally (full HP, `deploy {initial:false}`); `free: false` pays `base.cost` DP (refused without it); without `tile` it lands on the unit's rest tile (`restTile`: where a knocked-out operator lies, else home); `tile: [r, c]` lands on that tile once (home unchanged; refused when off-rect, occupied or a knocked-out operator's tile, no fallback); `keepSp` keeps SP/charges (保留技力), restored before `deploy` fires — but not for a skill that costs no SP, which the reset re-arms as at every deployment (伊内丝 S3 casts again on a 突袭 landing) — 突袭 raids, 阿戈尔 / 不屈 revives where the unit lies |
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| `refreshRange(unit)`, `setExtraRange(unit, keys)`, `rangeChanged(unit)` | rebuild the ranges after changing `unit.rangeGrid` (流形 copies); extra targetable tiles (absolute keys; merged into every later rebuild until set again; `null` clears; never in `baseRangeKeys`): 蕾缪安 wanted, 维娜 S3 |
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| `push(enemy, force, {from, dir, fixed, fixedAngle, inward, effect})`, `pull(enemy, force, {to, center, stop})`, `pullToFront(enemy, unit, force)`, `forceLevel(enemy, force)`, `pushDistance(enemy, force, {effect})` | the official 位移 (PRTS 游戏数据基础 §重量公式 / 推与拉; user playtest #6 item 14): 受力等级 = 力度 (微小力 −1, 小力 0, 中力 1, 较大力 2, 大力 3 …) − current 重量等级 (massLevel, 失重 counts). Push distance per level (`constants.js PUSH_TILES`, PRTS 推与拉's 弹道 column): ≤ −3 → 0, −2 → 0.12, −1 → 0.44, 0 → 1.7, 1 → 2.14, 2 → 2.96, ≥ 3 → 3.53 tiles; `effect` = a 特效 push (`PUSH_TILES_EFFECT`: −2 → 0.085, −1 → 0.374, 0 → 1.562, 1 → 1.987, 2 → 2.773, ≥ 3 → 3.331 — 见行者 S1 / S2, `PUSH_EFFECT_SKILLS`; every other pusher uses the 弹道 column [ASSUMED]); radial (away from `from`; the client's buff template `knockback[relative]`: 莫斯提马 S3, 山 S3, 琳琅诗怀雅 S3 — also PRTS 备注 "推开效果为径向推动") unless `dir` (directional; template `knockback[dir]` = Knockback {`_useSourceDirection` true, `_decreaseForceLevelWhenNotInDirection` 2}: 推击手, 野鬃 S2 "往攻击方向" (charpack char_496_wildmn: buff `wildmn_s_2[force]`) — > 45° off or < 0.25 tile ⇒ radial and level −2; `fixed` waives both (圣聆初雪 S1 朝部署方向, `KnockBackWithCharacterDirection`), `fixedAngle` only the angle (见行者 S2)); `inward` = a push towards `from` (薄绿 S2), stopping at the 急停 radius. Pull: level ≥ 0 → to `to` / the 急停 radius around `center`, −1 → 35 % of the way, −2 → 0.03, ≤ −3 → 0; `pullToFront` aims at the 拉力起点 0.5 tile ahead of the unit with the 急停 radius 0.6708 around it (never moves an enemy the unit itself blocks — nor does a pull towards an ally's centre, e.g. the 流形 S3 pulse) A 静态刚体 (data `staticBody`: every air unit of the mode except “炎佑”, plus 昆图斯 — PRTS 特殊机制 "可以进入失衡状态…但物理层面上无法产生任何速度或移动", "与单位的行动方式无关") moves 0 from every source while the skills that reach it still hit it (薄绿 S2, 锏 S3, the 钩索师 …; player report after 0.1.0) |
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| `displace(enemy, {x, y}, tiles)` | the raw mover behind push / pull: along passable tiles (by `motion`: FLY in the rect, else ground-passable), no weight rule; nothing for 失衡免疫 (`noDisplace`: 近地悬浮 incl. 喷气人's 飞行模式, 浮空, the 胄 parts, 守墓石像's statue and flight), 静态刚体 (`def.staticBody`) and leaders (`_displaceable`); unblocks + re-paths |
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| `push(enemy, force, {from, dir, fixed, fixedAngle, inward, effect})`, `pull(enemy, force, {to, center, stop})`, `pullToFront(enemy, unit, force)`, `forceLevel(enemy, force)`, `pushDistance(enemy, force, {effect})` | the official 位移 (PRTS 游戏数据基础 §重量公式 / 推与拉; user playtest #6 item 14): 受力等级 = 力度 (微小力 −1, 小力 0, 中力 1, 较大力 2, 大力 3 …) − current 重量等级 (massLevel, 失重 counts). Push distance per level (`constants.js PUSH_TILES`, PRTS 推与拉's 弹道 column): ≤ −3 → 0, −2 → 0.12, −1 → 0.44, 0 → 1.7, 1 → 2.14, 2 → 2.96, ≥ 3 → 3.53 tiles; `effect` = a 特效 push (`PUSH_TILES_EFFECT`: −2 → 0.085, −1 → 0.374, 0 → 1.562, 1 → 1.987, 2 → 2.773, ≥ 3 → 3.331 — 见行者 S1 / S2, `PUSH_EFFECT_SKILLS`; every other pusher uses the 弹道 column [ASSUMED]); radial (away from `from`; the client's buff template `knockback[relative]`: 莫斯提马 S3, 山 S3, 琳琅诗怀雅 S3 — also PRTS 备注 "推开效果为径向推动") unless `dir` (directional; template `knockback[dir]` = Knockback {`_useSourceDirection` true, `_decreaseForceLevelWhenNotInDirection` 2}: 推击手, 野鬃 S2 "往攻击方向" (charpack char_496_wildmn: buff `wildmn_s_2[force]`) — > 45° off or < 0.25 tile ⇒ radial and level −2; `fixed` waives both (圣聆初雪 S1 朝部署方向, `KnockBackWithCharacterDirection`), `fixedAngle` only the angle (见行者 S2)); `inward` = a push towards `from` (薄绿 S2), stopping at the 急停 radius. Pull: level ≥ 0 → to `to` / the 急停 radius around `center`, −1 → 35 % of the way, −2 → 0.03, ≤ −3 → 0; `pullToFront` aims at the 拉力起点 0.5 tile ahead of the unit with the 急停 radius 0.6708 around it (never moves an enemy the unit itself blocks — nor does a pull towards an ally's centre, e.g. the 流形 S3 pulse) A 静态刚体 (data `staticBody`: every air unit of the mode except “炎佑”, plus 昆图斯 — PRTS 特殊机制 "可以进入失衡状态…但物理层面上无法产生任何速度或移动", "与单位的行动方式无关") moves 0 from every source while the skills that reach it still hit it (薄绿 S2, 锏 S3, the 钩索师 …; player report after 0.1.0). **失衡 (UNBALANCE)** (PR #392's idea, its timing re-done from the sources): the move stays instant, then the enemy is held in the 失衡 state — a state machine, not a status (PRTS 失衡位移机制; 异常效果 「失衡…不属于异常效果」: no stun, no immunity, SP untouched), `enemy.unbalanceUntil`, read by `ai.js updateEnemy`: no walking (恐惧 / 诱导 included — no fear exemption) and no normal attack started, a swing short of its frame cut, the attack clip's stand ended; and no skill (失衡免疫 「失衡期间无法自主移动、发动攻击、使用技能」): content skills wait (`enemies/helpers.js canCast(e, sil, battle)`, `unbalancedNow`), so do blinks (`blinkForward`) and scripted moves (枯朽之种's dive, the 碎铳之簧 / 铳 charges), and 乌顶巨角卢鲁's clash waits for its end. Left running on purpose: checks the state does not stop (异常效果: 水遁忍者's damage — 「仍然能正常造成伤害」), passive auras and terrain / periodic effects (no skills), death / damage-taken triggers, skill cooldowns (only the cast waits) — and 弧光锋卫's bleed, which is the state's own (天赋 「处于失衡状态时,每0.066s受到400点无来源真实持续伤害」: every 0.066 s for as long as it lasts — until 0.2.2 one hit per tile moved [ASSUMED]). Length, game seconds: a push — the 位移时间 of its 受力等级, PRTS 游戏数据基础 推力-位移近似对应表 (`constants.js PUSH_UNBALANCE`: −2 → 0.2, −1 → 0.4, 0 → 0.8, 1 → 0.9, 2 → 32/30, ≥ 3 → 35/30), the level push() computes (the −2 correction included), kept when the 特效 column or a wall shortens the slide ([ASSUMED] for the wall; a wall at the first step → the 0.1 s floor [ASSUMED]); a pull — its force window, 推与拉 「作用时间默认为 1 s;若本次受力等级 < −1,作用时间改为 0.5 s」 (`PULL_UNBALANCE` / `_WEAK`), to its end after the 急停 too (「目标将仍保持失衡状态至拉力作用时间结束为止」), none at ≤ −3; a 静态刚体 hit by a force > 0 — no movement, the state while the force acts (特殊机制 静态刚体: 「在失去施力后立刻」 out, 「0.1 秒保底」): a push 0.1 s (`UNBALANCE_MIN`; a push's force is instant), a pull its window; 失衡免疫 and leaders never. 浮空 ends it (术语释义 浮空), so do a 重生 (重生 / 逐火's 余烬) and a route APPEAR relocation — forced state switches (失衡位移机制). The end compares with 1e-9 so a float-summed 35/30 s keeps its 35 frames. The `displace` fx carries the length (`dur`): the client's slide takes as long (render/units.js slideTo). PR #392's 0.6387·√tiles (from the page's μ = 0.5 单位假设) and iLine truncated
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| `displace(enemy, {x, y}, tiles, {dur})` | the raw mover behind push / pull: along passable tiles (by `motion`: FLY in the rect, else ground-passable), no weight rule, no 失衡 state of its own (push / pull add it; `dur` only rides on its `displace` fx); nothing for 失衡免疫 (`noDisplace`: 近地悬浮 incl. 喷气人's 飞行模式, 浮空, the 胄 parts, 守墓石像's statue and flight), 静态刚体 (`def.staticBody`) and leaders (`_displaceable`); unblocks + re-paths |
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| `after(seconds, fn, {owner})`, `every(seconds, fn, {owner, immediate})` | return `{cancel()}`; fn(battle, sched) |
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| `fx(kind, params)`, `rng()` (+ `rng.int/range/chance/pick/shuffle/weighted`) | never use Math.random; for distances, angles and powers use `hypot`, `sin`, `cos`, `atan2`, `powi` from `server/sim/detmath.js`, never `Math.hypot` / `sin` / `cos` / `atan2` / `pow` / `**` (their last bits differ between browsers) |
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| `forceAttack(unit, targets?, { noAmmo })` | an immediate attack with the current profile (hooks, attack SP, a running ammo skill's bullet); `noAmmo: true` = spends no bullet and emits no `ammoUsed` (圣约送葬人 extra attack). Returns true when it attacked |
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@@ -1520,8 +1520,8 @@ id, `loadout` the selection with `diy` = the checked pick `{ charId, skillIndex,
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`diy` (spec.js keeps `charId` / `skillIndex` / `uniEquipId` when well-formed); Battle fields a DIY slot only with a legal
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pick (none ⇒ no unit), and each unit resolves its own pick — two players filling one slot id differently are exact.
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Assumptions taken here (documented choices): element burst numbers for necrosis/apoptosis; unspawned enemies at timeout
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are dropped (not leaks); geek drain is non-lethal; tactician reinforcement stats; displacement is instantaneous (the official 失衡 slide over ≈ 0.4–1.2 s is not
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modelled — only its distance, `push` / `pull`); pushes PRTS does not classify use the 弹道 distance column (`PUSH_TILES`);
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are dropped (not leaks); geek drain is non-lethal; tactician reinforcement stats; displacement is instantaneous, followed by the 失衡 hold (push: the 位移时间 table; pull: the force
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window — `push` / `pull`; a wall-shortened slide keeps its row time, a wall at the first step gets the 0.1 s floor); pushes PRTS does not classify use the 弹道 distance column (`PUSH_TILES`);
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platforms/mounds are ground obstacles that elevate operators; the generic kit maps 凋亡 to `apoptosis` (侵蚀 has no element key
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yet — enemy content must pick one); 抵抗 covers the control statuses of `RESIST_STATUSES` (the official term lists 晕眩/寒冷/
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冻结/恐惧/诱导…, the rest follow the operator kits that grant it) and caps at 0.95; tactical points prefer enemy path tiles.
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